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Old 26-11-2008, 02:00 AM   #91 (permalink)
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Xoliul is taking over the thread

Just for the record, If anybody feels like making changes to the original version, or an updated version, don't hesitate to post it here. If the changes are big enough i'll add them to the list. Could be cool to make this some sort of community project...
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Old 27-11-2008, 04:44 PM   #92 (permalink)
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Is there a way to use multi/sub materials? I'm working a lot with this setup for my models.

I can only use th doylle version because of my max version.
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Old 27-11-2008, 07:05 PM   #93 (permalink)
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Sounds good doylle.

btw, I have a question. I've been working with vegetation a lot, and obviously I've been using your shader.
But, it doesn't render the backface of the polys! Is there a way to turn on "2-sided" parameter for a material? So I could see the texture on both side of the geometry. I didn't find it on the shader parameters, so I guess I could call this post a "request"?
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Old 27-11-2008, 07:21 PM   #94 (permalink)
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Copy>paste>flip? .
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Old 28-11-2008, 12:42 AM   #95 (permalink)
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@ Michi:be: You can use Multisub object materials. Only thing you have keep in mind is that you can't mix standard max materials and DXShaders in 1 MS object material. They all have to be one of the two, or max will not draw the standard materials that are in the ms object material.

@ HP: There might be a way around this, but i'd have to look into it. Disabling backface culling and flipping the normals in the shader might do the trick.

I'm currently working on a whole new version. Figured out how to make render targets work in max, so i can now finaly do post processing in max' viewport (like real glow, bloom, etc). Don't expect this anytime soon, but i'll try to add 2 sided materials as well.

For now, i think pankake's solution would be best
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Old 28-11-2008, 01:02 AM   #96 (permalink)
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I'd love to see an option to have a height map for parallax,maybe in the alpha of the normal map.
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Old 28-11-2008, 02:38 AM   #97 (permalink)
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I played around with the "augusturinn" shader and realtime viewport shader. It features a lot of stuff too like glow and such.

Have to test it some more but also very promising. It has a nice skybox shader as well.
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Old 29-11-2008, 09:37 AM   #98 (permalink)
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Update time...

Added cubemaps(with mask), real Glow, and materials are now 2 sided. I still need to find a way to toggle 2 sided materials, but they work. Still got a coupble bugs to fix, but after that i'd like to look into parallax mapping...



I'll add it to the list when it's all tuned and optimized...
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Old 29-11-2008, 11:30 AM   #99 (permalink)
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Quote:
Originally Posted by doylle View Post
Update time...

Added cubemaps(with mask), real Glow, and materials are now 2 sided. I still need to find a way to toggle 2 sided materials, but they work. Still got a coupble bugs to fix, but after that i'd like to look into parallax mapping...



I'll add it to the list when it's all tuned and optimized...
LOL dude, I was just trying to add glow to this thing, now I don't have too hehe. I'll mess around with adding something else Maybe parallax bump.....

EDIT: Do you need me to edit any of these new shaders to work with MAX 2009?

Last edited by nfollmer; 29-11-2008 at 11:38 AM.
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Old 29-11-2008, 11:51 AM   #100 (permalink)
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Quote:
Originally Posted by doylle View Post
Update time...

Added cubemaps(with mask), real Glow, and materials are now 2 sided. I still need to find a way to toggle 2 sided materials, but they work. Still got a coupble bugs to fix, but after that i'd like to look into parallax mapping...



I'll add it to the list when it's all tuned and optimized...
Your spoiling us
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